GenerateTriangleCollisionMesh, GetIndexedVertices, GenerateWireframeViewMesh

beta.r3js.org
polygonboutique 2016-09-30 15:57:36 +02:00
parent ffa5d8505b
commit 4b9b3ac756
1 changed files with 155 additions and 0 deletions

View File

@ -2608,6 +2608,161 @@ GameLib.D3.prototype.loadScene = function(blenderScene, onLoaded, computeNormals
});
};
// ---------------
// Physics
// ---------------
GameLib.D3.Physics.World.GetIndexedVertices = function(
triangleMeshShape
) {
if(this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
return {
vertices : triangleMeshShape.vertices,
indices : triangleMeshShape.indices
};
} else {
// todo: implement this for other physics engines.
return null;
}
};
GameLib.D3.Physics.World.GenerateWireframeViewMesh = function(
triangleMeshShape,
normalLength,
scale,
opacity,
wireframeColor
) {
var geometryTHREE = new THREE.Geometry();
var wireframeTHREEMesh = new THREE.Mesh
(
geometryTHREE,
new THREE.MeshBasicMaterial({
color: wireframeColor ? wireframeColor : 0xfefefe,
wireframe: true,
opacity: opacity ? opacity : 0.5
})
);
var data = this.GetIndexedVertices(triangleMeshShape);
for(var i = 0, l = data.vertices.length / 3; i < l; i++) {
geometryTHREE.vertices.push(new THREE.Vector3(data.vertices[i * 3], data.vertices[i * 3 + 1], data.vertices[i * 3 + 2]));
}
for(var i = 0, l = data.indices.length / 3; i < l; i++) {
var i0 = data.indices[i * 3];
var i1 = data.indices[i * 3 + 1];
var i2 = data.indices[i * 3 + 2];
geometryTHREE.faces.push(new THREE.Face3(i0, i1, i2));
// Create debug view for normals
// Center point on the mesh itself
var centroid = new THREE.Vector3()
.add(geometryTHREE.vertices[i0])
.add(geometryTHREE.vertices[i1])
.add(geometryTHREE.vertices[i2])
.divideScalar(3);
var normal = null;
if(this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
var normal = new CANNON.Vec3();
triangleMeshShape.getNormal(i, normal);
} else {
// todo: calculate the normal for v0, v1 & v2 here.
}
var arrow = new THREE.ArrowHelper(new THREE.Vector3(normal.x, normal.y, normal.z), centroid, normalLength, new THREE.Color(normal.x, normal.y, normal.z));
wireframeTHREEMesh.add( arrow );
}
wireframeTHREEMesh.scale.x = scale.x;
wireframeTHREEMesh.scale.y = scale.y;
wireframeTHREEMesh.scale.z = scale.z;
return wireframeTHREEMesh;
};
GameLib.D3.Physics.World.GenerateTriangleCollisionMesh = function(
threeMesh,
mass, // default = 0
friction, // default = 10
createCollisionSubMeshes, // boolean. default = false
facesPerSubsection, // int. default = 0
subsectionsToMerge // int. default = 0
) {
var processedFaces = 0;
var facesPerSubSection = facesPerSubsection || 0;
var subMeshesToMerge = subsectionsToMerge || 0;
var totalAmtFaces = threeMesh.geometry.faces.length;
var facesToProcess = createCollisionSubMeshes ? (subMeshesToMerge * facesPerSubSection) : totalAmtFaces;
var pairs = []; // output
var vertices = [];
var indicies = [];
for(var i = 0; i <= totalAmtFaces; i++) {
if(processedFaces == facesToProcess || i == totalAmtFaces) {
var body = null;
if(this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_CANNON) {
var meshShape = new CANNON.Trimesh(vertices, indicies);
meshShape.setScale(new CANNON.Vec3(threeMesh.scale.x, threeMesh.scale.y, threeMesh.scale.z));
meshShape.updateAABB();
meshShape.updateNormals();
meshShape.updateEdges();
meshShape.updateBoundingSphereRadius();
meshShape.updateTree();
body = new CANNON.Body({ mass: mass ? mass : 0, friction: friction ? friction : 10 });
body.addShape(meshShape);
} else if (this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_AMMO) {
} else if (this.engine.engineType == GameLib.D3.Physics.Engine.TYPE_GOBLIN) {
}
pairs.push({
threeObject : createCollisionSubMeshes ? null : threeMesh,
physicsObject : body
});
vertices = [];
indicies = [];
processedFaces = 0;
if(i == totalAmtFaces) {
return pairs;
}
}
var face = threeMesh.geometry.faces[i];
indicies.push(indicies.length);
indicies.push(indicies.length);
indicies.push(indicies.length);
var v0 = threeMesh.geometry.vertices[face.a];
var v1 = threeMesh.geometry.vertices[face.b];
var v2 = threeMesh.geometry.vertices[face.c];
vertices.push(v0.x, v0.y, v0.z);
vertices.push(v1.x, v1.y, v1.z);
vertices.push(v2.x, v2.y, v2.z);
processedFaces++;
}
};
if (typeof module != 'undefined') {
module.exports = GameLib.D3;
}